fix(DB/Creature): Fix ZA bosses not despawning on evade (#20900)
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2 changed files with 21 additions and 0 deletions
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@ -15,6 +15,7 @@
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "CreatureGroups.h"
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#include "CreatureScript.h"
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#include "Player.h"
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#include "ScriptedCreature.h"
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@ -144,6 +145,9 @@ struct boss_zuljin : public BossAI
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me->SetCombatMovement(true);
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me->m_Events.KillAllEvents(false);
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_nextPhase = 0;
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if (CreatureGroup* formation = me->GetFormation())
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formation->RespawnFormation(true);
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}
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void JustEngagedWith(Unit* /*who*/) override
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@ -239,6 +243,21 @@ struct boss_zuljin : public BossAI
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});
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}
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void EnterEvadeMode(EvadeReason /*why*/) override
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{
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if (CreatureGroup* formation = me->GetFormation())
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{
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for (auto const& itr : formation->GetMembers())
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{
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if (itr.first && itr.first != me)
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itr.first->DespawnOnEvade(2min);
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}
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}
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me->DespawnOnEvade(2min);
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_EnterEvadeMode();
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}
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void SpellHitTarget(Unit* target, SpellInfo const* spellInfo) override
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{
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if (spellInfo->Id == SPELL_CLAW_RAGE_CHARGE && target != me)
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